Hi Martin, By default VPB now creates osgTerrain::TerrainTile's with regular HeightFieldLayer for the elevation. Are runtime this height field is then converted using the osgTerrain::GeometryTechnique into a standard osg::Geometry + osg::StateSet combination, so it does end up being a triangle mesh for rendering purposes.
Which osgTerrain right now only has one technique for converting the TerrainTile into render-able forms the NodeKit can be extended easily to have new techniques. The issue of data storage and terrain technique used for rendering is deliberately decoupled to allow you to build the data and control the rendering separately. This capability leaves the door open to implementing a terrain technique that has a more sophisticated tessellation technique that uses extra constraints when building the final mesh. It has been my plan that osgTerrain would eventually provide both the a data structure hooks to add these extra constraints - such as points of interest + boundary lines, and then have the technique for tessellating these against the height fields. This is not a trivial amount of work, but it'd be the next progression of osgTerrain. Once osgTerrain has this capability then it'd be just a case of getting VPB to add the constraints in a appropriate way to the tiles. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

